Hi,
My name is Nathan, I'm a Professional Freelance Composer and Sound Designer based in Osaka, Japan. I have worked on all kinds of projects, from AAA Companies such as Unity, Pinewood Studios, Armor Games and all the way down to Indie Dev teams of just a few people or so.
I am currently looking for new and exciting projects to work and collaborate on. I have experience with Wwise and procedural audio as well as writing a myriad of different musical genres and styles as well as creating various sound effects all of which I try to keep as up to date as possible on my website and the links included below.
I am passionate about what I do and am always available to contact during the game design development to tweak, mangle and create the custom sounds you need for your game.
If you would like to get in contact ASAP about getting custom, professional and personal audio for your project, just give me an add on Skype: Ncleary1 or send me an email at - Nathan.cleary1@hotmail.co.uk
You can find out more about me on my website posted down below. http://nathanclearymusic.co.uk/
Thanks,
Nathan
BandCamp - https://nathancleary.bandcamp.com/
Spotify - https://open.spotify.com/artist/0ASVDsriw2oHGlDenLK2TN?si=BOxqRPKNThCoQPKS7WYddA
Royalty Free/Asset Stores:
Unity - https://assetstore.unity.com/publishers/26063
Itch - https://nathanclearymusic.itch.io/
UNITY ICONS Project https://www.youtube.com/watch?v=1PuGuqpHQGo https://www.youtube.com/watch?v=hzCN9CdOsP8 https://www.youtube.com/watch?v=Gtm8xnA6oxc https://www.youtube.com/watch?v=k-6370QSMt8&t=
Chook & Sosig: Walk the Plank! OST https://nathancleary.bandcamp.com/album/chook-sosig-walk-the-plank-ost https://open.spotify.com/album/5kcXIVpSDq550YxcIoSwLV?si=j5X2zsbOQ2KRhXIhuubCFA
Samurai Zero OST https://www.youtube.com/watch?v=3GMZD_Au6pE https://nathancleary.bandcamp.com/track/return-to-zero-ft-supreme-sol-rex-conception https://open.spotify.com/album/4NZXpb6P8O2q9UWwcqj8ZR?si=cqniqqAvTiOTaZ2J97uEfA
OFF CUTS Album https://nathancleary.bandcamp.com/album/off-cuts https://open.spotify.com/album/2AJGT2ZfEUYotGPkpkVb4b?si=qOHUHxO9RCK1pIyiid39Kw
Crisp Cube OST https://nathancleary.bandcamp.com/album/crisp-cube-ost https://open.spotify.com/album/4kUhG1T7aaGTWcVdO1Dnaa?si=8UPPmjlYQqS1mSSlkUZrBQ
Best Burger OST https://nathancleary.bandcamp.com/album/best-burger-ost https://open.spotify.com/album/33u7cRnNyqGH4C7foEKZ7R?si=MQWCE6-bRtmL6QnS03uzqg https://www.youtube.com/watch?v=XwJ4i45qqCw&t=2s
VGM Party Pack! https://nathancleary.bandcamp.com/album/vgm-party-pack-wip https://www.youtube.com/watch?v=32BzuM5iozA&t=60s https://www.youtube.com/watch?v=EDK_eq-EJZE
Infinity PBR https://www.youtube.com/watch?v=kqSDHCssJqY&feature=youtu.be https://nathancleary.bandcamp.com/album/infinity-pbr-selected-works https://open.spotify.com/album/3PACK1bKUGTrhpntXynoDZ?si=z18FrsUUQ8mRBXviHd9cmw
Episicava OST https://nathancleary.bandcamp.com/album/episicava-ost https://www.youtube.com/watch?v=Bl-V2ZyUJ3A https://open.spotify.com/album/5JwKM9ID1ktzLSuvVMS8bE?si=EON3z3YoQISX6Zl8wqHm3w
Mummy's Day Massacre OST https://www.youtube.com/watch?v=zOeDhH8wqyo&t=270s https://nathancleary.bandcamp.com/album/mummys-day-massacre-ost https://open.spotify.com/album/4OKJFV6ZA8Dc37nSMpJYgX?si=RQyyzWZ-TXK_-nOvxHxoCg
Godcaster OST https://nathancleary.bandcamp.com/album/godcaster-ost-2
Unity3D - Connect SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx
Dove Ad https://www.youtube.com/watch?v=1Qq_w_SHNJU
Axe Ad https://www.youtube.com/watch?v=xEdOVEynuBs
Composition Showreel 2018 https://nathancleary.bandcamp.com/track/nathan-cleary-composer-reel-2018
Wwise, Music and SFX Reel https://vimeo.com/146036711
Phuture Funk https://vimeo.com/171314152
Wwise, Music and SFX Reel https://vimeo.com/146036711
NCM - STORE! - http://nathanclearymusic.co.uk/?page_id=354

Hi! My name is Esteban Tamashiro. I am a freelance composer with experience in several kind of games. I hold a Master's Degree in Music Composition for Visual Media from the Conservatori Liceu.
I am particularly interested in RPG, JPRG and Visual Novels, or any based-story game.
I offer a FREE DEMO for indies developers.
WEBSITE: www.estebantamashiro.com
CONTACT: estebantamashiro@gmail.com
Last Works:
Memory Trees OST (RPG): Listen > https://soundcloud.com/esteban-tamashiro/sets/memoy-trees-forget-me-not-ost
_____________________________________________________________________________________________________________
Dawn Drop OST: Listen > https://soundcloud.com/esteban-tamashiro/sets/dawn-drop-ost
____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
Cinematics are often very important in games. They allow the developer to make the dramatic presentation of their game.A few examples of my work:

Greetings, stranger! 😄
My name’s Max, I am a sound-designer and a music composer.
I’ve worked on a lot of different projects: games, cartoons, advertisement, worked with Voice actors (and time to time I do voiceovers by myself).
Multi-instrumentalist: I play guitar (electric and acoustic), bass, drums and keys, which fact makes me a lot better in Music Composition. And all my music production skills and knowledge makes me doing better things in Sound Design. Isn’t it great? 😉
I am always ready for some freelance projects and now I can participate into your Project for $8 per one sound effect!
So, let’s start with my favourite recent project I made sound effects for:

Hi,
I've noticed that switching between states or entering next state causes frame drop in my game.
First off all I need to say that I'm using Phaser.State in a little bit different way. I've split my game in multiple sections, like: IdleState, MovingState, AnimatingState, BonusGameState, etc....I was testing the game on my desktop PC, disabled practically all my code and also hidden all display objects. The only thing left in my game was testing the state switching, which resulted to be the main issue for the frame drop. It happens only twice, once you enter a new state. First frame drop (from 60FPS -> 20FPS) happens almost at the entering phase, and the 2nd happens always around 2.3s later. And this is super annoying especially because you can notice flicker in Moving & Animating state, even though we're talking here only about two occasions of frame drop per state.
I would like to know what could be the most expensive method/command inside StateManager -> clearCurrentState() and StateManager -> setCurrentState(key) ? I wouldn't like to break everything apart now, just because of this. Is there a way to optimize anything here?

Dear Friends,
I am a German Composer and Sound designer living in the Netherlands. My work is licensed by many clients, such as government officials, creative agencies, publishers, film makers, animators, photographers and web companies (Google).Summary:
composing of classical / contemporary music and soundtracks for commercials, movies, games, animation, trailers
20+ years of playing the classical piano with certificate
sound design (stingers, trailers, soundlogos, atmospheres, one-shots)
Examples of my work:
8Bit-ish game-oriented tune
soundtrack for a children's game
browser strategy soundtrack
ios shooter game soundtrack
explainer - background music and final mix
classical showreel
my stockaudio collectionContact me via PM or the contact form on my website: http://www.dreikelvin.nl/Talk soon!Robert

Hello guys,
My name is JK. I'm a professional video game and theme music composer. I've written music for video game developers for many years. Below is my area of work for video game and theme.
A Wide Range of games
Action, Adventure, Casual, Puzzle, 8bit/chiptune, Arcade, Sci-fi, fantasy
2.Production & Media
Video Channel/ Presentation, Podcast, Cartoon, Movie, Anime, Corporate, Business, Inspirational Themes, Advertise.
If you're interested in hiring me, you can listen to music and check out my gig on this site https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video
If you have some question or concern, feel free to shoot me a message
Thank you and I'm looking forward to working with you guys.
JK

Hi folks,
I want to buy mic for recording some sound fx and voices for our characters. Budget is under 300$. What you recommends? I know that there is bunch of videos on youtube about it, but i need it for game sound fx, so i think it is correct place to ask about it.
Thanks!🎤

Hunt prehistoric creatures with your friends online. Build your own base, craft tools, and weapons to survive in a large-scale true cross-platform open world game.
This game is an application of the engine I’ve built, to prove a statement: It is POSSIBLE to build a 3D version of the Internet, where instead of browsing through websites, we could jump from one 3D space to the next. I “invite” everyone to make this happen. I want you guys to build your own 3D spaces implementing your own ideas what the web should look like in the future. We could just link them all together and make this Interconnected Virtual Space happen - yeah, the Metaverse, for the Snow Crash fans out there
Tech Details that I hope provokes further questions:
Loading Assets on Demand is even more important in the Browser than on PC or Console.
Internet speed is only a fraction of the speed of the hard drive. It is essential to only load whats visible if you want to provide an open world environment for users visiting your world the first time.
LOD - Level of Details allows Web Browsers to show something immediately for the users just like an ordinary website. It may look poor and users can see the object improving as they are loaded, still, I think its a good trade-off. Users get a good enough view of their environment instantly and can start interacting with it immediately.
Terrain and the Grid System
I’ve created the terrain in Blender, then I split it up like a chessboard automatically using Javascript. It is easy/cheap to determine that which cell contains the given coordinate and every single cell in the Grid has a reference to its neighbors. This is the basis of server layers of optimization when it comes to rendering, AI, and collision detection, etc. A recursive search is very easy to do, using those links to neighboring cells.
Lighting
I've implanted basic Directional and Ambient Lighting to support Day & Night Cycles and Point Lighting for individual light sources like a campfire, torch etc. To my surprise, the difficult part was to get good looking flames, thanks to the lack of Alpha Sorting in WebGL, what I had to implement in Javascript instead.
Animation
I animate my models in Blender, export them to “.dae". The file format comes with a serious limitation, you can’t define multiple animations and it only maintains a list of keyframes as references. So I maintain a JSON file per “.dae” to define multiple animations by having sets of keyframes. E.g.: “{running: [0, 4], jump: [5,7], ..}”. But I kept it simple and didn’t take it to the realm of animations per body part.
Physics
In short, I was stupid enough to write my own ..on the other hand, I have a fine level of control over how much I allow it to run. Again, on mobile, it is crucial to have that level of control to navigate 200+ creatures in real-time. I have two different type of Collision Detection. Collision with the Terrain and collision with other model surfaces. Terrain collision is very cheap, this allows me to move so many NPC at once. Collision with other models is heavier though, but that allows me to climb random looking rocks. I optimized it enough to make it feasible to run on mobile devices. I use a low poly version of the models to determine the collision and I only run it for the models near the Player, utilizing the Grid System I mentioned above.
AI
NPCs can navigate a random terrain, avoid obstacles and “see” and “hear” other NPCs if behind them. At the moment, they move rather robotically, but this allows me to calculate, where they can move next without hitting any obstacles and how long it will take to get there. I only run the AI right before they get to the target location. Basically, 200+ NPCs make only 40-100 AI calls per second. ..I certainly have room for improvement here
Multithreading in the browser is difficult but necessary to achieve good Frame Rate. Nothing but the rendering should be on the main thread ideally - Good luck to achieve it though I’ve managed to push most of the heavy logic into a speared thread, but AI is still running on the main one. In a thread you have very limited access to important functionalities of the browser, therefore, there is only so much you can do. Also, specific objects can only be passed by reference between threads, everything else has to be serialized on one end and deserialized on the other. You want to be careful how often you do it.
Audio
I use the Web Audio API that works as expected. On top of that, I implemented Audio Sprites: I compile all related sounds to a single mp3 file and that comes with a JSON object to define where certain audio snippets can be found. It's a fast, accurate and reliable solution unlike using Audio HTML Tag, but that one has its own use cases as well, e.g.: streaming an mp3 file comes for free, like streaming an internet radio station.
Multiplayer - I use WebRTC and not WebSockets - I know, I know, hear me out. The idea was that COOP is a very likely scenario and players may only prefer the company of their friends. I that case, they don’t have to purchase access to a private server, as long as they are happy to let their world go dormant between gaming sessions. Plus, all the logic is implemented for single player mode on the client-side, which logic has to be duplicated on the servers, if I went down the WebSockets rout - just think about where the AI logic should be, server- or client side. I expect this one to be a controversial decision, ..sometimes even I'm not sure whether this was the “right" decision There is a whole lot more to this though. Resources could be distributed between players when it comes to AI to ease the load on the Host - I know it is a potential security issue, but there is a use case for it, like AI for distant NPCs in COOP as long as you have no hacker friends ..this could be crucial on mobile devices.
Controller Support
The Gamepad API provides you with raw access to every button and joystick. You certainly have to implement your own layer on top of that. Events for pressing/holding down buttons don't come out of the box. Implementation of the dead zone of joysticks is missing and it is inconsistent how you can access different types of controllers through the API, even the same controller but on different devices. In the end, you will have to provide a controller mapping implementation as well in your settings. But its totally doable and works like a charm.
Touchscreen Support
It's a tricky one. As I mentioned above, on iPhones its completely useless till Apple decides to comply with Web Standards. Even on Android, it is a bit tricky: For the UI you probably want to use HTML. It makes sense because it comes with all the neat features that make our lives easier until you realize that you can’t switch between weapons while running - wait, what? You see, while you are holding down the left side of the screen to maintain speed and try to click on a button, or any HTML element to switch weapons, the click event won’t fire. No click event will be fired while doing multi-touching. As a result, HTML and any fancy framework for that matter are no longer good enough solution own their own.
UI
When it comes to games we expect a whole lot more from the UI than on a website. Multi-touch support - as discussed above and even controller support is not as straightforward as you might think. You have raw access to the controller, so when a button is selected and the user pushes the joystick diagonally upward, you have no idea what is in that direction, therefore what should be selected next. You have to implement the navigation of your UI with a controller for yourself. And you need controller support because that's the only way to move around in VR and on consoles. Speaking of VR, you want to render your UI twice in VR - once for the right eye and once for the left eye - and only once when not in VR, just something to keep in mind Also, rendering the UI could be heavy. This might be a surprise but if you think about it, on a website you don’t do anything but the UI, so you have a lot mere leeway to work with, whereas in a game you don’t want the UI to impact the Frame Rate, so it has to be very lightweight and probably you want Scheduling to have a final say on what gets refreshed. Taking all this into account, I really don’t see how any framework could be a good option - they were simply designed with different requirements in mind and there is more downside to using any of them than upside.
Precomputed Scene Occlusion Culling using a Grid System
Most of the optimization is happening real-time or triggered on a regular basis while running the game with one exception: I render every cell in the Grid System from the point of view of every single other Cell. E.g.: Cell A can see cell B and C but not D. I literally diff two images with javascript to determine whether the given cube can be seen or not. Then I record the results in a JSON file, which is used for rendering. This reduces the number of cubes to be rendered significantly, but it takes about 40 hours to run this optimization for the whole terrain.
Running the game on Mobile Devices
iPhone runs WebGL significantly better than top-end Android devices but practically useless because Apple ignores important web standards. E.g.: Pinch zoom can’t be blocked, therefore when you use your left thumb to move around and right thumb to look around, instead of doing so you end up zooming back and forth the screen. It also doesn't support fullscreen mode - video does, but not the canvas element. Another interesting limitation on iPhone is that you can only have 25 elements in an array in GLSL, which translates to having only 25 bones in an animated model. This doesn't make animation impossible, but you can’t use most animated models that you buy in the stores, you have to do it again with only 25 bones.
Profiling
“What gets measured, gets managed”. The built-in profiler in Chrome certainly has its use-case, but not good enough for what we want, so probably you will have to build your own at some point with specific features. You want to know how long a certain section of your game runs per frame, e.g.: Rendering, AI, Physics, etc. and probably these sections won’t run sequentially, but they are interrupted by other processes that you don’t want to include into the specific measurement. One thing is for sure, you cant do optimization without identifying the source of the lags. - I've certainly wasted enough time trying
Scheduling
As long as you are pushing the limits of the devices it is always a battle for a smooth frame rate. Therefore, you have to implement a scheduling system to manage what is allowed to run and for how long. E.g.: whatever is loaded and processed in the background will have an effect on the frame rate even if it is running on a different thread, you want to throttle that. You don’t want to set variables through WebGL API unnecessarily. AI always varies how much calculations it has to do depending on the number of unique encounters of 200+ NPCs in a random environment. Basically, you will have to limit what runs and how long, manage what is a nice to have calculation and a game-breaking one and try to make it seamless for the user.
Probably every single topic above deserves a dedicated post, so please feel free to ask anything - there is no stupid question - then I would like to use those questions to write an in-depth post on every single topic that helps fellow devs to overcome similar obstacles - no doubt I will learn a thing or two in the process
Live Tech Demo is available on https://plainsofvr.com

My question is in reference to audio tied to a mesh, so volume and panning are handled by the BABYLON engine. This works great for wav and mp3 audio files but lately I've wanted to use generators like tone.js to generate tones with javascript. It seems that BABYLON audio requires a URL to insert audio into the audio chain but is there any way to use the audio engine in BABYLON with tones generated with tone.js and the web audio API without rendering them to wav or mp3?

Hello, my name is Esteban Tamashiro. I am a freelance composer with experience in several kind of games. I am particulary interested in RPG and Visual Novels. I have a Degree in Music Composition, and I am Piano Teacher Grade 5 from the Yamaha Music System. You can listen to my music here:
Memory Trees OST (RPG):
Dawn Drop OST (Visual Novel):
More of my work here:
https://soundcloud.com/esteban-tamashiro
https://vimeo.com/estebantamashiro
Contact: estebantamashiro@gmail.com

I'm working on a game with seamless background music and figured I'd share my findings to help others. I'm just using Phaser's standard sound.play('', 0, 1, true) code to play loops. (Have since discovered I can also use sound.loopFull()). I didn't want to mess with outside solutions like seamlessLoop.js, which I'm not sure would work across all browsers anyway.
Here's the run down on the file formats:
OGG - Good for seamless loops in Firefox and Chrome.
M4A - Good for seamless loops in iOS. When I first posted this I thought that I was stuck using the Apple Lossless codec (lossless = huge file sizes) because when I used any other M4A generating codec the resulting audio had blank space added at both ends. I wound up using the fre:ac open source audio converter which adds information for gapless playback according to its developer, who was extremely responsive and helpful (Thanks Robert!). Sure enough, the audio played seamlessly on my iPad with much smaller files.
MP3 - Not good for seamless loops, but needed for IE. Even if your MP3 has no silence on either end, when the sound is done playing there will be a small audio gap before it loops. There are some techniques like the ones here that seem promising, so if I can overcome this issue I will post the code.
Good for all other use cases because all browsers support it and it has the smallest file size of the three formats when exported with reasonable quality settings.
So here's what I'm using to load my seamless loop audio. M4A is in a separate conditional because when I put it as the first option Firefox would load it instead of falling back to OGG and not play the sound. I'm loading all my other sounds as MP3s (in a different code block - not shown) to keep my total file size as low as possible.
// load seamless intro audio
loadLoop('musicIntro', 'intro_music_loop');
function loadLoop(key, file) {
if (game.device.iOS || game.device.macOS) {
game.load.audio(key, ['sounds/' + file + '.m4a']);
} else {
// Firefox and Chrome will use OGG
// IE11 will fall back to MP3, which will have a small gap at the end before replaying
game.load.audio(key, ['sounds/' + file + '.ogg', 'sounds/' + file + '.mp3']);
}
}
Hope someone finds this helpful

Does anyone know if there's a reason why spatial audio doesn't work when animating a camera towards a mesh that has an audio source either attached or placed in the same position?
My project has an Arc Camera parented to a mesh, which is then animated around a scene. I've set up end points where the camera parent will animate to, with the idea being as soon as it approaches the centre of the target position the spatial audio will kick in. However, in practice this doesn't appear to ever happen and in fact the only way I seem able to get it to work at all is if I manually zoom or move the arc camera past these audio zones.
Any thoughts anyone?

I'm trying to develop an audio rhythm based 2d html5 game and need some advice.
I'm trying to develop the logic to sync the audio with the games animation. I do not need a constant animated sequence nor do I need to sync user input but I do need the animation to play once per selected be at and on time/ beat and be able to increase the number of beats eventually animating on almost all notes per bar for the duration of the audio.
Now I've researched various method on how to compensate FPS for BPS when trying to sync audio with visual/ input tasks but I'm wondering if this is overkill for me. I have access to the audio's time update method and the BPM of each audio. I also have the time position of each beat( via http://sonicapi.com).
In having all these factors I'm asking the following questions
Should I sync the BPS with FPS to get audio sync?
Should I update animations based on audio current playhead?
Should I try to correlate a currentime stamp with the audio playhead position and try to use the audio beat time position for accuracy?
As a side note Has anyone ever trying to fiddle with detecting "voice notes" in a song? I'm looking at PulseJS and ClubberJS but not sure how to devise a detection formula

I try to fade volume of (web-audio) sound by tween behavior, here is a test case.
The volume is fading in my speaker, but the sound.volume property :
always return 1 in firefox browser, which is incorrect
fading from 0 to 1 in chrome browser

Hello, Any idea if there is a problem on loading .ogg files on chrome mobile?
Im trying :
PIXI.loader.add('menu', "assets/audio/menu.ogg");
PIXI.loader.load(function (loader, resources) {
console.log(resources)
resources['menu'].data.play()
})
It works perfect on PC but on Mobile (CHROME IPHONE) its doesnt reach the console.log line.
Any Idea?.
Thanks

Hi everyone,
I'm JK. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I also created songs for video presentation for your video.
You can hire me through this https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video
Otherwise you can check out my Royalty Free Music here. https://www.pond5.com/artist/jaksanapong#1/collections
How does Royalty Free work?
It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee.
Some people ask me about the process of hiring, here the answer
If you guys are not comfortable with hiring me through a platform which is the fastest and safest platform to use, then you can directly message me or email me here jaksanapong@gmail.com and we'll figure out the best way to work together
No worry I always find the way to make things easier.
Here is my portfolio
https://soundcloud.com/rockman154-1
I'm really excited to work with you guys
Thanks
JK

Does anyone know how to unload and destroy audio files appropriately? I have about 12 MB of audio in my game, or about 15 minutes. I do not load all of them at one time, since this will break any mobile browser. So I load them in the states they are needed. About 4 MB is loaded at the same time. According to the Task Manager in chrome, the memory used by my game just keeps growing and growing, easily above 1000MB by changing states. (Browsers decode audio to lossless => memory use is high, regardless of file format and encoding.) In all states I have a shutdown function that destroys all the sounds and purges audio loaded in the cache. This is my current code (very similar to how cache is cleared when changing states, but I have some assets I use everywhere and don't want to remove): function clearCache () { // Purge sound. var key = this.sound._sounds.length; while (key--) { this.sound._sounds[key].destroy(true); } // Destroy "everything" in cache. for (var i = 0; i < this.cache._cacheMap.length; i++) { var cache = this.cache._cacheMap[i]; for (key in cache) { if (key !== '__default' && key !== '__missing' && this.cache._doNotDelete.indexOf(key) < 0) { if (cache[key].destroy) { cache[key].destroy(); } delete cache[key]; } } }}(Note: This problem did not occur in previous Phaser versions, so I am suspecting that some reference to the audio files are lingering, but can't find out where.) Also, if anyone has a good way of profiling and debugging browser audio, please share, I haven't found a good way to figure out where all this memory goes (Chrome heap profiler says that I use | 20MB).

I have an array with a list of sounds and then I loop barely like this to add them to the game:
for (var i=0;i<=aSounds.length-1;i++)
window[aSounds[i].name+'_snd'] = game.add.audio(aSounds[i].name);
To play the sound at the desired points of my code I just do:
window[me.name+'_snd'].play() // works fine
However I am not managing to STOP the sound with:
window[me.name+'_snd'].stop(); // instead to stop the sound it just restarts
What am I doing wrong?
Thanks!

Audio middleware company CRI Middleware recently announced that their flagship product ADX2, which is already powering the audio of more than 4000 games is now available for HTML5.
ADX2 provides all the features necessary for fully interactive audio (randomization, complex sound effect behaviors, real-time parameter control, auto-ducking, DSP effects and more…) with a DAW-like intuitive interface and a highly-optimized sound engine.
For more information about ADX2, you can check the CRIWARE web site: http://www.criware.com
CRIWARE also offers ADX2UP, a plug-in version of ADX2 for Unity, available to all developers for US $99:
http://unityplugin.crimiddleware.com/?lang=en

Hello,
Possible Bug in Assets Manager Audio.
QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65?
STEPS: 1) Run the Audio test (https://www.babylonjs-playground.com/#PCY1J#8) from these docs (https://doc.babylonjs.com/how_to/playing_sounds_and_music) and no audio.
Reproduced in Dev environment. Along with interesting deprecation messages in the console. below... (maybe not related?):
[Deprecation] GainNode.gain.value setter smoothing is deprecated and will be removed in M64, around January 2018. Please use setTargetAtTime() instead if smoothing is needed. See
[Deprecation] AudioParam value setter will become equivalent to AudioParam.setValueAtTime() in M65, around March 2018 See https://webaudio.github.io/web-audio-api/#dom-audioparam-value for more details.
Interesting.
NOTE: Possible bug behavior seems limited to AssetsManager, as I can still use direct load sound and it works.
QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65?
ping @davrous ... : )
Thanks,